DEADSOFTWARE

Autoswim on touch screen
[cavedroid.git] / core / src / ru / deadsoftware / cavecraft / game / GameInput.java
index 08f6e368f0fbb067a821b962f68594412be56aa5..c868a8adcb4250bb29c3ccd51127ec6844a3fefb 100644 (file)
@@ -3,6 +3,8 @@ package ru.deadsoftware.cavecraft.game;
 import com.badlogic.gdx.Input;
 import com.badlogic.gdx.utils.TimeUtils;
 import ru.deadsoftware.cavecraft.CaveGame;
+import ru.deadsoftware.cavecraft.GameScreen;
+import ru.deadsoftware.cavecraft.game.mobs.FallingSand;
 import ru.deadsoftware.cavecraft.game.mobs.Pig;
 import ru.deadsoftware.cavecraft.misc.AppState;
 import ru.deadsoftware.cavecraft.misc.Assets;
@@ -15,6 +17,11 @@ public class GameInput {
         this.gameProc = gameProc;
     }
 
+    private boolean checkSwim() {
+        return (CaveGame.TOUCH && Items.isFluid(gameProc.world.getForeMap((int)(gameProc.player.position.x+gameProc.player.width/2)/16,
+                (int)(gameProc.player.position.y+gameProc.player.height/4*3)/16)));
+    }
+
     private void wasdPressed(int keycode) {
         if (gameProc.ctrlMode==0 || !CaveGame.TOUCH) {
             switch (keycode) {
@@ -60,7 +67,9 @@ public class GameInput {
                 break;
 
             case Input.Keys.SPACE:
-                if (gameProc.player.canJump) {
+                if (checkSwim()) {
+                    gameProc.swim = true;
+                } else if (gameProc.player.canJump) {
                     gameProc.player.moveY.add(0, -7);
                 } else if (!gameProc.player.flyMode) {
                     gameProc.player.flyMode = true;
@@ -86,6 +95,10 @@ public class GameInput {
             case Input.Keys.ESCAPE: case Input.Keys.BACK:
                 CaveGame.STATE = AppState.GOTO_MENU;
                 break;
+
+            case Input.Keys.F1:
+                GameScreen.SHOW_DEBUG = !GameScreen.SHOW_DEBUG;
+                break;
         }
     }
 
@@ -93,10 +106,12 @@ public class GameInput {
         switch (keycode) {
             case Input.Keys.A: case Input.Keys.D:
                 gameProc.player.moveX.x = 0;
+                if (gameProc.swim) gameProc.swim = false;
                 break;
 
             case Input.Keys.SPACE: case Input.Keys.CONTROL_LEFT:
                 if (gameProc.player.flyMode) gameProc.player.moveY.setZero();
+                if (gameProc.swim) gameProc.swim = false;
                 break;
         }
     }
@@ -113,7 +128,7 @@ public class GameInput {
     }
 
     public void touchUp(int screenX, int screenY, int button) {
-        if (gameProc.isKeyDown) {
+        if (CaveGame.TOUCH && gameProc.isKeyDown) {
             keyUp(gameProc.keyDownCode);
             gameProc.isKeyDown = false;
         }
@@ -125,7 +140,7 @@ public class GameInput {
                     screenY<gameProc.renderer.camera.viewportHeight/2+Assets.creativeInv.getRegionHeight()/2) {
                 int ix = (int) (screenX - (gameProc.renderer.camera.viewportWidth / 2 - Assets.creativeInv.getRegionWidth() / 2 + 8)) / 18;
                 int iy = (int) (screenY - (gameProc.renderer.camera.viewportHeight / 2 - Assets.creativeInv.getRegionHeight() / 2 + 18)) / 18;
-                int item = gameProc.creativeScroll*40+(ix + iy * 8);
+                int item = gameProc.creativeScroll*8+(ix + iy * 8);
                 if (ix>=8 || ix<0 || iy<0 || iy>=5) item=-1;
                 if (item >= 0 && item < Items.BLOCKS.size) {
                     for (int i = 8; i > 0; i--) {
@@ -160,9 +175,7 @@ public class GameInput {
                     screenX<gameProc.renderer.camera.viewportWidth/2+Assets.creativeInv.getRegionWidth()/2 &&
                     screenY>gameProc.renderer.camera.viewportHeight/2-Assets.creativeInv.getRegionHeight()/2 &&
                     screenY<gameProc.renderer.camera.viewportHeight/2+Assets.creativeInv.getRegionHeight()/2) {
-                if (screenX<gameProc.renderer.camera.viewportWidth/2+Assets.creativeInv.getRegionWidth()/2-24)
-                    gameProc.creativeScroll -= (screenY - gameProc.touchDownY) / 16;
-                else gameProc.creativeScroll += (screenY - gameProc.touchDownY) / 16;
+                gameProc.creativeScroll -= (screenY - gameProc.touchDownY) / 16;
                 gameProc.touchDownX = screenX;
                 gameProc.touchDownY = screenY;
                 if (gameProc.creativeScroll < 0) gameProc.creativeScroll = 0;